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Life / Haven Creatures
Level 1
Ranged The Ranged ability allows this creature to attack enemies at a distance, but in melee combat this creature does half damage unless it has the Normal Melee ability.Long Range Long Range allows this creature to ignore all ranged attack damage penalties for distance. |
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Crossbowman Health: 10 Damage: 2-3 Population: 16 Cost: 32 |
Shots: 10 Attack: 4 RangeAtt: 9 Defence: 11 RangeDef: 11 |
Mana: N/A Speed: 2 Movement: 6 AdvMove: 19 Killing XP: 9 |
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The crossbowman's powerful weapon does full damage at any range. | |||
Comments: A good ranged attacker which is again, like its counterpart, betrayed by Hit Points, and especially its speed. The No Range penalty is a good asset in a siege. The Crossbowman also has commendable statistics for a level 1 creature. |
Stun This creature's Stun ability gives it a chance of stunning enemies with it attacks in melee combat. Stunned enemies cannot take any action or retaliate for one turn. |
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Squire Health: 10 Damage: 2-3 Population: 21 Cost: 26 |
Shots: N/A Attack: 9 RangeAtt: N/A Defence: 11 RangeDef: 11 |
Mana: N/A Speed: 5 Movement: 6 AdvMove: 19 Killing XP: 7 |
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Squires use flails that have a chance of stunning an opponent for one turn. The chance of stunning depends on the damage done and the health of the target. | |||
Comments: A strong creature which is let down significantly by its lack of Hit Points. The stun ability also makes it an apt creature to battle against level 4 creatures. Other bonuses include their growth rate... |
Level 2
Mechanical Mechanical creature are not affected by morale, or by spells or abilities that only work on living creatures.Ranged The Ranged ability allows this creature to attack enemies at a distance, but in melee combat this creature does half damage unless it has the Normal Melee ability.Long Range Long Range allows this creature to ignore all ranged attack damage penalties for distance.No Obstacle Penalty No Obstacle Penalty allows this creature to do full damage to targets behind castle walls and other obstacles. |
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Ballista Health: 28 Damage: 5-7 Population: 7 Cost: 190 |
Shots: 20 Attack: 8 RangeAtt: 15 Defence: 16 RangeDef: 16 |
Mana: N/A Speed: 0 Movement: 2 AdvMove: 15 Killing XP: 44 |
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Ballistae are complicated mechanical units capable of firing a bolt over great distances. They can do full damage at any range, even behind obstacles and castle walls. | |||
Comments: A fair creature with an absolutely dismal speed rating of 0, and a combat movement rating of 2! This makes it poor for movement not only in combat but on the adventure map. No Range or Obstacle penalty makes this creature excellent in sieges, also due to the fact that it is mechanical already gives it an edge against strong spellcasting castles. |
Long Weapon Long Weapon allows this creature to attack enemies that are at short distance out of reach of normal melee attacks.Negate First Strike Negate First Strike allows this creature to counter First Strike abilities or spells. |
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Pikeman Health: 30 Damage: 6-8 Population: 9 Cost: 150 |
Shots: N/A Attack: 12 RangeAtt: N/A Defence: 14 RangeDef: 14 |
Mana: N/A Speed: 4 Movement: 6 AdvMove: 19 Killing XP: 35 |
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Pikemen are masters of the pike, which gives their attack a great reach than most of their opponents. They are also immune to the First Strike ability. | |||
Comments: A poor creature statistically with an fair amount of HP, but poor attack, defense, and damage ratings. Its cheapness and special abilities make it a meaningful addition to your army. |
Level 3
Two Attacks Two Attacks allows this creature to attack twice in melee combat. The second attack occurs after the enemy's retaliation.Death Ward Death Ward makes this creature 50% resistant to Death spells, and its Melee and Ranged Defense is increased by 50% against Death-aligned opponents. |
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Crusader Health: 65 Damage: 10-16 Population: 5 Cost: 650 |
Shots: N/A Attack: 22 RangeAtt: N/A Defence: 23 (34.5 vs Death) RangeDef: 23 (34.5 vs Death) |
Mana: N/A Speed: 7 Movement: 6 AdvMove: 19 Killing XP: 124 |
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Crusaders are fervent warriors, experts with the sword who can attack twice a turn. They are also resistant to Death Magic spells and take less damage from Death-aligned opponents. Has 50% magic resistance to Death Spells. | |||
Comments: A good level 3 creature with a slight lack of HP. The double attack special ability grants it extra leverage in combat. Additionally, it has high attack and defense and also a low cost, an excellent supplement to your army. |
Ranged The Ranged ability allows this creature to attack enemies at a distance, but in melee combat this creature does half damage unless it has the Normal Melee ability.Death Ward Death Ward makes this creature 50% resistant to Death spells, and its Melee and Ranged Defense is increased by 50% against Death-aligned opponents. |
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Monk Health: 55 Damage: 10-15 Population: 6 Cost: 550 |
Shots: 12 Attack: 10 RangeAtt: 20 Defence: 22 (33 vs Death) RangeDef: 22 (33 vs Death) |
Mana: N/A Speed: 5 Movement: 6 AdvMove: 19 Killing XP: 107 |
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Monks are resistant to Death Magic spells and take less damage from Death-aligned opponents. Has 50% magic resistance to Death Spells. | |||
Comments: A fair creature which has average HP and damage but good attack and defense ratings. However, the lack of specials make this creature very average, despite the good speed for a ranged attacker. |
Level 4
Flying Flying allows this creature to fly over obstacles, creatures, heroes and castle walls. |
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Angels Health: 230 Damage: 40-65 Population: 2 4000 + 2 |
Shots: N/A Attack: 30 RangeAtt: N/A Defence: 34 RangeDef: 34 |
Mana: 20 Speed: 10 Movement: 15 AdvMove: 30 Killing XP: 620 |
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Angels can resurrect friendly targets who have died in combat, but only those who were living before they were killed. Casts Resurrection (20). | |||
Comments: An excellent creature with average HP, great attack and defense ratings, as well as great damage dealt. The low cost makes them available at an early stage, and they are swift and agile on the combat map and adventure map, a much needed boost of speed and movement considering the overall slowness of the Life town. The Resurrection special ability is also excellent, making it a clear choice on most occassions. |
Charge Charge allows this creature to do more damage after it charges for a long distance before attacking.First Strike First Strike allows this creature to strike an opponent in melee combat before it can retaliate. |
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Champion Health: 150 Damage: 24-36 Population: 4 2000 + 2 + 2 |
Shots: N/A Attack: 25 RangeAtt: N/A Defence: 25 RangeDef: 25 |
Mana: N/A Speed: 6 Movement: 10 AdvMove: 25 Killing XP: 320 |
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Champions can strike before their enemy can retaliate. And they do more damage when they charge over long distances to attack. | |||
Comments: On its own, the Worst level 4 creature, almost toppled in statistics by the Goblin Knight in 5 areas. However, its excellent growth rate and combination of specials make it formidable in numbers. However, even its cheap pricing and good specials do not stand up to the statistical and specialty superiority of the Angel. |
Thanks to Lich (Guardian's Grove Admin, Heroes Community Moderator) for creature stats and images
and to The_Hydra (Heroes 5 Content Admin, Heroes Community Moderator) for comments and HTML processing.